Four weight chores, one Blender panel
Mirror weights on meshes that are not perfectly symmetric, split a bone's weights between two bones, and clean every selected mesh to an engine-friendly influence limit.
- NOMINAL Runs in the Unity editor
- READY Removal you can undo

What it does
Mirror Weights
Copies weights to the other side by vertex position, so the mesh need not be symmetric. Flips .L/.R, _L/_R and Left/Right names and tells you how many vertices had no partner.
Split Bone Weights
Divides one bone's weights into two groups along X, Y, Z or the bone's own direction, with a hard cut or a crossfade. Weights are divided, never lost.
Clean, limit, normalise
Removes tiny weights, keeps the strongest 4 (adjustable 1-32) and rescales to 1 on every selected mesh. Non-bone mask groups are left alone.
Select Unweighted
Selects vertices with no bone weight so you can fix them before export.
Who it is for
- Avatar and VTuber riggers who weight-paint every model.
- Game artists preparing rigs for an engine influence limit.
Honest limits
- Whole-mesh operations only; no weight table or numeric weight editor.
- Mirror works across the object's local origin plane. Name flipping needs a side marker.
- Not tried on production avatars.
- Not affiliated with the Blender Foundation.
Details
- Included: The Blender add-on, a README and the GPL-3.0 licence.
Tested in headless Blender 4.2 on Windows, including a test that installs the zip and runs all four tools. Not tried in the normal Blender window, on macOS or Linux, or on other Blender versions. Questions? Support.











